Self-Illusion: A Study on Cognition of Role-Playing in Immersive Virtual Environments

IEEE Trans Vis Comput Graph. 2022 Aug;28(8):3035-3049. doi: 10.1109/TVCG.2020.3044563. Epub 2022 Jun 30.

Abstract

We present the design and results of an experiment investigating the occurrence of self-illusion and its contribution to realistic behavior consistent with a virtual role in virtual environments. Self-illusion is a generalized illusion about one's self in cognition, eliciting a sense of being associated with a role in a virtual world, despite sure knowledge that this role is not the actual self in the real world. We validate and measure self-illusion through an experiment where each participant occupies a non-human perspective and plays a non-human role using this role's behavior patterns. 77 participants were enrolled for the user study according to the priori power analysis. In the mixed-design experiment with different levels of manipulations, we asked the participants to play a cat (a non-human role) within an immersive VE and captured their different kinds of responses, finding that the participants with higher self-illusion can connect themselves to the virtual role more easily. Based on statistical analysis of questionnaires and behavior data, there is some evidence that self-illusion can be considered a novel psychological component of presence because it is dissociated from sense of embodiment (SoE), plausibility illusion (Psi), and place illusion (PI). Moreover, self-illusion has the potential to be an effective evaluation metric for user experience in a virtual reality system for certain applications.

Publication types

  • Research Support, Non-U.S. Gov't

MeSH terms

  • Cognition
  • Computer Graphics
  • Humans
  • Illusions*
  • User-Computer Interface
  • Virtual Reality*